A run through of the game that we will hopefully be taking to The Other Partizan in October. This was played a couple of years ago with Jenny and Phil Turner playing the British with Simon and I umpiring and playing the Germans and supplying the tea.
Figures by 1st Corps, Shermans are Corgi 1/50 scale, building by Total Battle Miniatures and rest 3d printed. Rules used were IABSM by Too Fat Lardies.
Game description.
Gold Beach – King Red Sector. June 6th 1944 D Day
D Company 6th Btn Green Howards. Company Commander Major Ronnie Lofthouse, CSM Stanley Hollis.
Landing on Gold Beach ‘King Green Sector’ West of Ver-Sur-Mer.
Objective
Clear the beach and advance inland to capture Mont Fleury battery. Naval Support will be available and can be called in via company HQ. Armoured support will be available once the beach obstacles are cleared.
Terrain, gently sloping towards the battery position. Mine fields expected between the beech and the anti tank traps. Expect trenches and MG positions between the anti tank traps and the battery position.
Opposition
Best intelligence suggest you will be facing elements of German 352nd Infantry Division and German 716th Infantry Division .These Divisions are of dubious quality, strength and makeup unknown.
Orders of battle.
D Company 6th Btn Green Howards.
Company HQ
Officer and Radio operator. Lvl 3
CSM Stanley Hollis. Company Sergeant Major Lvl 3
1st Platoon
HQ Officer and Radio Operator Big Man 1 Lvl 3
2” Mortar team, Piat Team.
3 sections each of 8 figures.
2nd Platoon
HQ Officer and Radio Operator Big Man 2 Lvl 3
2” Mortar team, Piat Team.
3 sections each of 8 figures.
3rd Platoon
HQ Officer and Radio Operator Big Man 3 Lvl 3
2” Mortar team, Piat Team.
3 sections each of 8 figures.
British Infantry
Royal Engineers 11.2.1
In Universal carrier. 1 action to de bus.
To destroy an obstacle,1 action to set explosives, 1 action to detonate. Roll 1 D6 obstacle/bunker etc destroyed on 2-6, 1 the charge has failed. Better luck next time.
Railway sleeper road block is 3 separate obstacles.
Armoured Support
3 Shermans rolled for as indirect artillery fire by Company Commander, available from turn 5 to arrive on the road. Big Man 4 Lvl 3
M4 Sherman – Armour 6, Strike 12 , Speed Average, “Ronson” – Morale 2, Actions 3
Off table support
Called in by Foo. Naval artillery 6 inch naval guns.
Called in on 3/3/2, Deviation 3 d6
Effect 2d6 +1 Pip
House Rules
Casualty roll on a d6
1,2 no effect
3,4,5 shock
6 kill.
German Forces
HQ
CO and staff. Lvl 3
MMG
AA
2 x Single 20mm Strike 4
Quad 20mm AA- Autocannon
1st Platoon. Positioned in trenches and bunkers.
HQ Bigman 1, Lvl 3
2 sections. 8 men per section.
1 lmg. In command bunker, Max 2 actions for shooting.
2nd Platoon. Positioned bunker.
HQ Bigman 2, Lvl 3
2 sections. 8 men per section.
1 lmg per platoon. Max 2 actions for shooting.
German Defenders
AT Bigman 3 Lvl 2
Pak 40 Strike 9 , No HE. (Anti Tank Gun card)
1 MMG in bunker. Bigman 4 Lvl 2 Positioned in ‘Tobruk bunker’.